# NETWORK::_0xEC089F84A9C16C62

- **Hash:** `0xEC089F84A9C16C62`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xec089f84a9c16c62`
- **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/0xEC089F84A9C16C62

## Signature

```c
Any _0xEC089F84A9C16C62();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xec089f84a9c16c62()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC089F84A9C16C62, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xec089f84a9c16c62();

// by hash
const retval = Citizen.invokeNative('0xEC089F84A9C16C62', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC089F84A9C16C62);
```

- This native has no known name, so the runtime exposes it only as `N_0xec089f84a9c16c62` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
