# CAMERA::_0x0060B31968E60E41

- **Hash:** `0x0060B31968E60E41`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x0060b31968e60e41`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x0060B31968E60E41

## Signature

```c
BOOL _0x0060B31968E60E41(const char* shakeName);
```

## Parameters

- `shakeName` (`const char*`)

## Returns

`BOOL`

## Description

shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE
_IS_GAMEPLAY_*

## Usage

### Lua

```lua
local retval = N_0x0060b31968e60e41(shakeName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0060B31968E60E41, shakeName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0060b31968e60e41(shakeName);

// by hash
const retval = Citizen.invokeNative('0x0060B31968E60E41', shakeName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0060B31968E60E41, shakeName);
```

- This native has no known name, so the runtime exposes it only as `N_0x0060b31968e60e41` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
