# NETWORK::_0x236321F1178A5446

- **Hash:** `0x236321F1178A5446`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x236321f1178a5446`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x236321F1178A5446

## Signature

```c
BOOL _0x236321F1178A5446(Player player, Ped ped, Any* p2);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Description

_NETWORK_GET_A* - _NETWORK_GET_D*

## Usage

### Lua

```lua
local retval, p2 = N_0x236321f1178a5446(player, ped, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x236321F1178A5446, player, ped, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = N_0x236321f1178a5446(player, ped, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x236321F1178A5446', player, ped, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x236321F1178A5446, player, ped, p2);
// p2.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_0x236321f1178a5446` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
