# NETWORK::_0xFE53B1F8D43F19BF

- **Hash:** `0xFE53B1F8D43F19BF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xfe53b1f8d43f19bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFE53B1F8D43F19BF

## Signature

```c
int _0xFE53B1F8D43F19BF(Player player1, Player player2);
```

## Parameters

- `player1` (`Player`)
- `player2` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xfe53b1f8d43f19bf(player1, player2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE53B1F8D43F19BF, player1, player2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfe53b1f8d43f19bf(player1, player2);

// by hash
const retval = Citizen.invokeNative('0xFE53B1F8D43F19BF', player1, player2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFE53B1F8D43F19BF, player1, player2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfe53b1f8d43f19bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
