# NETWORK::_0x6CF82A7F65A5AD5F

- **Hash:** `0x6CF82A7F65A5AD5F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6cf82a7f65a5ad5f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6CF82A7F65A5AD5F

## Signature

```c
Player _0x6CF82A7F65A5AD5F(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`Player`

## Description

_NETWORK_GET_A* - _NETWORK_GET_D*

## Usage

### Lua

```lua
local retval, p1 = N_0x6cf82a7f65a5ad5f(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x6CF82A7F65A5AD5F, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p1] = N_0x6cf82a7f65a5ad5f(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x6CF82A7F65A5AD5F', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6CF82A7F65A5AD5F, ped, 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_0x6cf82a7f65a5ad5f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
