# EVENT::_CREATE_SHOCKING_EVENT

- **Hash:** `0xCA1315C33B9A2847`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `CreateShockingEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_CREATE_SHOCKING_EVENT

## Signature

```c
ScrHandle _CREATE_SHOCKING_EVENT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval, args = CreateShockingEvent(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xCA1315C33B9A2847, Citizen.PointerValueIntInitialized(args), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = CreateShockingEvent(args);

// by hash
const [retval, args] = Citizen.invokeNative('0xCA1315C33B9A2847', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCA1315C33B9A2847, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

## See also

- [EVENT::REMOVE_SHOCKING_EVENT](https://natives.borderlinerp.com/natives/EVENT/REMOVE_SHOCKING_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*
