# NETWORK::_0xE3AB5EEFCB6671A2

- **Hash:** `0xE3AB5EEFCB6671A2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe3ab5eefcb6671a2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE3AB5EEFCB6671A2

## Signature

```c
void _0xE3AB5EEFCB6671A2(int setting);
```

## Parameters

- `setting` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe3ab5eefcb6671a2(setting)

-- always available, by hash
Citizen.InvokeNative(0xE3AB5EEFCB6671A2, setting)
```

### JavaScript

```js
N_0xe3ab5eefcb6671a2(setting);

// by hash
Citizen.invokeNative('0xE3AB5EEFCB6671A2', setting);
```

### C#

```csharp
Function.Call((Hash)0xE3AB5EEFCB6671A2, setting);
```

- This native has no known name, so the runtime exposes it only as `N_0xe3ab5eefcb6671a2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
