# NETWORK::_0xD3A3C8B9F3BDEF81

- **Hash:** `0xD3A3C8B9F3BDEF81`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd3a3c8b9f3bdef81`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD3A3C8B9F3BDEF81

## Signature

```c
Any _0xD3A3C8B9F3BDEF81();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd3a3c8b9f3bdef81()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3A3C8B9F3BDEF81, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd3a3c8b9f3bdef81();

// by hash
const retval = Citizen.invokeNative('0xD3A3C8B9F3BDEF81', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD3A3C8B9F3BDEF81);
```

- This native has no known name, so the runtime exposes it only as `N_0xd3a3c8b9f3bdef81` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
