# NETWORK::_0xC964FCD3D1720697

- **Hash:** `0xC964FCD3D1720697`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc964fcd3d1720697`
- **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/0xC964FCD3D1720697

## Signature

```c
Any _0xC964FCD3D1720697();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xc964fcd3d1720697()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC964FCD3D1720697, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc964fcd3d1720697();

// by hash
const retval = Citizen.invokeNative('0xC964FCD3D1720697', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC964FCD3D1720697);
```

- This native has no known name, so the runtime exposes it only as `N_0xc964fcd3d1720697` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
