# MISC::_0x183672FE838A661B

- **Hash:** `0x183672FE838A661B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x183672fe838a661b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x183672FE838A661B

## Signature

```c
void _0x183672FE838A661B(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = N_0x183672fe838a661b(data)

-- always available, by hash
local data = Citizen.InvokeNative(0x183672FE838A661B, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = N_0x183672fe838a661b(data);

// by hash
const data = Citizen.invokeNative('0x183672FE838A661B', Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0x183672FE838A661B, data);
// data.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.
- This native has no known name, so the runtime exposes it only as `N_0x183672fe838a661b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
