# ENTITY::_0xA9E6D8F2DDFC4DB9

- **Hash:** `0xA9E6D8F2DDFC4DB9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xa9e6d8f2ddfc4db9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xA9E6D8F2DDFC4DB9

## Signature

```c
void _0xA9E6D8F2DDFC4DB9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa9e6d8f2ddfc4db9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA9E6D8F2DDFC4DB9, p0, p1)
```

### JavaScript

```js
N_0xa9e6d8f2ddfc4db9(p0, p1);

// by hash
Citizen.invokeNative('0xA9E6D8F2DDFC4DB9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA9E6D8F2DDFC4DB9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9e6d8f2ddfc4db9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
