# AICOVERPOINT::_0xEBA51A294C73292E

- **Hash:** `0xEBA51A294C73292E`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `N_0xeba51a294c73292e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/0xEBA51A294C73292E

## Signature

```c
void _0xEBA51A294C73292E(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = N_0xeba51a294c73292e(args)

-- always available, by hash
local args = Citizen.InvokeNative(0xEBA51A294C73292E, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = N_0xeba51a294c73292e(args);

// by hash
const args = Citizen.invokeNative('0xEBA51A294C73292E', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xEBA51A294C73292E, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xeba51a294c73292e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
