# NETWORK::_0x981146E5C9CE9250

- **Hash:** `0x981146E5C9CE9250`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x981146e5c9ce9250`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x981146E5C9CE9250

## Signature

```c
BOOL _0x981146E5C9CE9250(int inviteIndex);
```

## Parameters

- `inviteIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x981146e5c9ce9250(inviteIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x981146E5C9CE9250, inviteIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x981146e5c9ce9250(inviteIndex);

// by hash
const retval = Citizen.invokeNative('0x981146E5C9CE9250', inviteIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x981146E5C9CE9250, inviteIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x981146e5c9ce9250` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
