# NETWORK::_0xE59F4924BD3A718D

- **Hash:** `0xE59F4924BD3A718D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe59f4924bd3a718d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE59F4924BD3A718D

## Signature

```c
const char* _0xE59F4924BD3A718D(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xe59f4924bd3a718d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE59F4924BD3A718D, p0, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xe59f4924bd3a718d(p0);

// by hash
const retval = Citizen.invokeNative('0xE59F4924BD3A718D', p0, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xE59F4924BD3A718D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe59f4924bd3a718d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
