# NETWORK::_0x0D183D8490EE4366

- **Hash:** `0x0D183D8490EE4366`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0d183d8490ee4366`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0D183D8490EE4366

## Signature

```c
void _0x0D183D8490EE4366(int p0, int p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x0d183d8490ee4366(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0D183D8490EE4366, p0, p1)
```

### JavaScript

```js
N_0x0d183d8490ee4366(p0, p1);

// by hash
Citizen.invokeNative('0x0D183D8490EE4366', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0D183D8490EE4366, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d183d8490ee4366` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
