# ENTITY::_0xEF259AA1E097E0AD

- **Hash:** `0xEF259AA1E097E0AD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xef259aa1e097e0ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xEF259AA1E097E0AD

## Signature

```c
void _0xEF259AA1E097E0AD(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xef259aa1e097e0ad(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xEF259AA1E097E0AD, entity, p1)
```

### JavaScript

```js
N_0xef259aa1e097e0ad(entity, p1);

// by hash
Citizen.invokeNative('0xEF259AA1E097E0AD', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xEF259AA1E097E0AD, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xef259aa1e097e0ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
