# BOUNTY::_0xD6A67E2FF373D0E3

- **Hash:** `0xD6A67E2FF373D0E3`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0xd6a67e2ff373d0e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0xD6A67E2FF373D0E3

## Signature

```c
int _0xD6A67E2FF373D0E3(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Description

_BOUNTY_GET_*

## Usage

### Lua

```lua
local retval = N_0xd6a67e2ff373d0e3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6A67E2FF373D0E3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd6a67e2ff373d0e3(p0);

// by hash
const retval = Citizen.invokeNative('0xD6A67E2FF373D0E3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD6A67E2FF373D0E3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd6a67e2ff373d0e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
