# GANG::_0xFA7C5B7E087A4CEB

- **Hash:** `0xFA7C5B7E087A4CEB`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xfa7c5b7e087a4ceb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xFA7C5B7E087A4CEB

## Signature

```c
Any _0xFA7C5B7E087A4CEB();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfa7c5b7e087a4ceb()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA7C5B7E087A4CEB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfa7c5b7e087a4ceb();

// by hash
const retval = Citizen.invokeNative('0xFA7C5B7E087A4CEB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFA7C5B7E087A4CEB);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa7c5b7e087a4ceb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
