# NETWORK::_0x7E300B5B86AB1D1A

- **Hash:** `0x7E300B5B86AB1D1A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7e300b5b86ab1d1a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7E300B5B86AB1D1A

## Signature

```c
void _0x7E300B5B86AB1D1A(Any* p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`int`)
- `p9` (`int`)
- `p10` (`int`)
- `p11` (`int`)
- `p12` (`int`)
- `p13` (`int`)
- `p14` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = N_0x7e300b5b86ab1d1a(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x7E300B5B86AB1D1A, Citizen.PointerValueInt(), p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
const p0 = N_0x7e300b5b86ab1d1a(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
const p0 = Citizen.invokeNative('0x7E300B5B86AB1D1A', Citizen.pointerValueInt(), p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x7E300B5B86AB1D1A, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
// p0.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_0x7e300b5b86ab1d1a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
