# CRASHLOG::_0xDA05310EA94DC8C6

- **Hash:** `0xDA05310EA94DC8C6`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xda05310ea94dc8c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xDA05310EA94DC8C6

## Signature

```c
void _0xDA05310EA94DC8C6(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Description

unused = true

## Usage

### Lua

```lua
N_0xda05310ea94dc8c6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDA05310EA94DC8C6, p0, p1)
```

### JavaScript

```js
N_0xda05310ea94dc8c6(p0, p1);

// by hash
Citizen.invokeNative('0xDA05310EA94DC8C6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDA05310EA94DC8C6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xda05310ea94dc8c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
