# NETWORK::_0xDBDF80673BBA3D65

- **Hash:** `0xDBDF80673BBA3D65`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xdbdf80673bba3d65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1491
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xDBDF80673BBA3D65

## Signature

```c
BOOL _0xDBDF80673BBA3D65(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1491.50

## Usage

### Lua

```lua
local retval = N_0xdbdf80673bba3d65(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDBDF80673BBA3D65, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdbdf80673bba3d65(p0);

// by hash
const retval = Citizen.invokeNative('0xDBDF80673BBA3D65', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDBDF80673BBA3D65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdbdf80673bba3d65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
