# NETWORK::_0x7BCA0A3972708436

- **Hash:** `0x7BCA0A3972708436`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7bca0a3972708436`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7BCA0A3972708436

## Signature

```c
int _0x7BCA0A3972708436(Any* outData, int p1);
```

## Parameters

- `outData` (`Any*`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outData = N_0x7bca0a3972708436(p1)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x7BCA0A3972708436, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outData] = N_0x7bca0a3972708436(p1);

// by hash
const [retval, outData] = Citizen.invokeNative('0x7BCA0A3972708436', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x7BCA0A3972708436, outData, p1);
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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_0x7bca0a3972708436` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
