# NETWORK::_0x5D3C528B7A7DF836

- **Hash:** `0x5D3C528B7A7DF836`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5d3c528b7a7df836`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5D3C528B7A7DF836

## Signature

```c
void _0x5D3C528B7A7DF836(Hash nsctf);
```

## Parameters

- `nsctf` (`Hash`)

## Returns

`void`

## Description

_NETWORK_SPAWN_CONFIG_*

## Usage

### Lua

```lua
N_0x5d3c528b7a7df836(nsctf)

-- always available, by hash
Citizen.InvokeNative(0x5D3C528B7A7DF836, nsctf)
```

### JavaScript

```js
N_0x5d3c528b7a7df836(nsctf);

// by hash
Citizen.invokeNative('0x5D3C528B7A7DF836', nsctf);
```

### C#

```csharp
Function.Call((Hash)0x5D3C528B7A7DF836, nsctf);
```

- 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` ``.
- This native has no known name, so the runtime exposes it only as `N_0x5d3c528b7a7df836` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
