# COMPANION::_0xD730281E496621FB

- **Hash:** `0xD730281E496621FB`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xd730281e496621fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xD730281E496621FB

## Signature

```c
void _0xD730281E496621FB(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd730281e496621fb(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD730281E496621FB, ped, p1)
```

### JavaScript

```js
N_0xd730281e496621fb(ped, p1);

// by hash
Citizen.invokeNative('0xD730281E496621FB', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD730281E496621FB, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd730281e496621fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
