# ENTITY::_0xCDB682BB47C02F0A

- **Hash:** `0xCDB682BB47C02F0A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xcdb682bb47c02f0a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xCDB682BB47C02F0A

## Signature

```c
void _0xCDB682BB47C02F0A(Entity entity, Hash p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcdb682bb47c02f0a(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xCDB682BB47C02F0A, entity, p1)
```

### JavaScript

```js
N_0xcdb682bb47c02f0a(entity, p1);

// by hash
Citizen.invokeNative('0xCDB682BB47C02F0A', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xCDB682BB47C02F0A, entity, 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_0xcdb682bb47c02f0a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
