# ENTITY::_0xC3ABCFBC7D74AFA5

- **Hash:** `0xC3ABCFBC7D74AFA5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xc3abcfbc7d74afa5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xC3ABCFBC7D74AFA5

## Signature

```c
void _0xC3ABCFBC7D74AFA5(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Returns BOOL in ida

## Usage

### Lua

```lua
N_0xc3abcfbc7d74afa5(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC3ABCFBC7D74AFA5, ped, p1, p2)
```

### JavaScript

```js
N_0xc3abcfbc7d74afa5(ped, p1, p2);

// by hash
Citizen.invokeNative('0xC3ABCFBC7D74AFA5', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC3ABCFBC7D74AFA5, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc3abcfbc7d74afa5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
