# NETWORK::_0x405DDEFB1F531B18

- **Hash:** `0x405DDEFB1F531B18`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x405ddefb1f531b18`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x405DDEFB1F531B18

## Signature

```c
void _0x405DDEFB1F531B18(Volume volume, BOOL p1, Any p2, Any p3);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x405ddefb1f531b18(volume, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x405DDEFB1F531B18, volume, p1, p2, p3)
```

### JavaScript

```js
N_0x405ddefb1f531b18(volume, p1, p2, p3);

// by hash
Citizen.invokeNative('0x405DDEFB1F531B18', volume, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x405DDEFB1F531B18, volume, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x405ddefb1f531b18` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
