# GRAPHICS::_0xB958D97A0DFAA0C2

- **Hash:** `0xB958D97A0DFAA0C2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xb958d97a0dfaa0c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xB958D97A0DFAA0C2

## Signature

```c
BOOL _0xB958D97A0DFAA0C2(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`BOOL`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0xb958d97a0dfaa0c2(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB958D97A0DFAA0C2, effectName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb958d97a0dfaa0c2(effectName);

// by hash
const retval = Citizen.invokeNative('0xB958D97A0DFAA0C2', effectName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB958D97A0DFAA0C2, effectName);
```

- This native has no known name, so the runtime exposes it only as `N_0xb958d97a0dfaa0c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
