# NETWORK::_0x979765465A6F25FC

- **Hash:** `0x979765465A6F25FC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x979765465a6f25fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x979765465A6F25FC

## Signature

```c
void _0x979765465A6F25FC(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Must be called from a background script, otherwise it will do nothing.

## Usage

### Lua

```lua
N_0x979765465a6f25fc(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x979765465A6F25FC, entity, p1)
```

### JavaScript

```js
N_0x979765465a6f25fc(entity, p1);

// by hash
Citizen.invokeNative('0x979765465A6F25FC', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x979765465A6F25FC, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x979765465a6f25fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
