# HUD::_0x8B55B324A9123F6B

- **Hash:** `0x8B55B324A9123F6B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x8b55b324a9123f6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x8B55B324A9123F6B

## Signature

```c
Any _0x8B55B324A9123F6B(int groupId, Volume volume, const char* p2, Any p3, Any p4, Any p5);
```

## Parameters

- `groupId` (`int`)
- `volume` (`Volume`)
- `p2` (`const char*`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8b55b324a9123f6b(groupId, volume, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8B55B324A9123F6B, groupId, volume, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8b55b324a9123f6b(groupId, volume, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x8B55B324A9123F6B', groupId, volume, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8B55B324A9123F6B, groupId, volume, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x8b55b324a9123f6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
