# NETSHOPPING::_0xA3B8D31C13CB4239

- **Hash:** `0xA3B8D31C13CB4239`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xa3b8d31c13cb4239`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xA3B8D31C13CB4239

## Signature

```c
BOOL _0xA3B8D31C13CB4239(int p0, Hash p1, Any* p2, int p3, Any* p4, int p5);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`Any*`)
- `p3` (`int`)
- `p4` (`Any*`)
- `p5` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2, p4 = N_0xa3b8d31c13cb4239(p0, p1, p3, p5)

-- always available, by hash
local retval, p2, p4 = Citizen.InvokeNative(0xA3B8D31C13CB4239, p0, p1, Citizen.PointerValueInt(), p3, Citizen.PointerValueInt(), p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, p4] = N_0xa3b8d31c13cb4239(p0, p1, p3, p5);

// by hash
const [retval, p2, p4] = Citizen.invokeNative('0xA3B8D31C13CB4239', p0, p1, Citizen.pointerValueInt(), p3, Citizen.pointerValueInt(), p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA3B8D31C13CB4239, p0, p1, p2, p3, p4, p5);
// p2.GetResult<int>()
// p4.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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_0xa3b8d31c13cb4239` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
