# BOUNTY::_0x81847C2134039BDC

- **Hash:** `0x81847C2134039BDC`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0x81847c2134039bdc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0x81847C2134039BDC

## Signature

```c
BOOL _0x81847C2134039BDC(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = N_0x81847c2134039bdc(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x81847C2134039BDC, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x81847c2134039bdc(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x81847C2134039BDC', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x81847C2134039BDC, p0);
// p0.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_0x81847c2134039bdc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
