# NETWORK::_0x2C4E98DDA475364F

- **Hash:** `0x2C4E98DDA475364F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x2c4e98dda475364f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x2C4E98DDA475364F

## Signature

```c
void _0x2C4E98DDA475364F(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x2c4e98dda475364f(p0)

-- always available, by hash
Citizen.InvokeNative(0x2C4E98DDA475364F, p0)
```

### JavaScript

```js
N_0x2c4e98dda475364f(p0);

// by hash
Citizen.invokeNative('0x2C4E98DDA475364F', p0);
```

### C#

```csharp
Function.Call((Hash)0x2C4E98DDA475364F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2c4e98dda475364f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
