# FIRE::_0x41B87A6495EE13DD

- **Hash:** `0x41B87A6495EE13DD`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `N_0x41b87a6495ee13dd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/FIRE/0x41B87A6495EE13DD

## Signature

```c
Any _0x41B87A6495EE13DD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x41b87a6495ee13dd(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x41B87A6495EE13DD, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x41b87a6495ee13dd(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x41B87A6495EE13DD', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x41B87A6495EE13DD, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- This native has no known name, so the runtime exposes it only as `N_0x41b87a6495ee13dd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
