# NETWORK::_0x691E4DE5309EAEFC

- **Hash:** `0x691E4DE5309EAEFC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x691e4de5309eaefc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x691E4DE5309EAEFC

## Signature

```c
void _0x691E4DE5309EAEFC(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = N_0x691e4de5309eaefc(p0, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x691E4DE5309EAEFC, p0, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = N_0x691e4de5309eaefc(p0, p1);

// by hash
const p1 = Citizen.invokeNative('0x691E4DE5309EAEFC', p0, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x691E4DE5309EAEFC, p0, p1);
// p1.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_0x691e4de5309eaefc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
