# NETWORK::_0xFF36F36B07E69059

- **Hash:** `0xFF36F36B07E69059`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xff36f36b07e69059`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFF36F36B07E69059

## Signature

```c
void _0xFF36F36B07E69059(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff36f36b07e69059(p0)

-- always available, by hash
Citizen.InvokeNative(0xFF36F36B07E69059, p0)
```

### JavaScript

```js
N_0xff36f36b07e69059(p0);

// by hash
Citizen.invokeNative('0xFF36F36B07E69059', p0);
```

### C#

```csharp
Function.Call((Hash)0xFF36F36B07E69059, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xff36f36b07e69059` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
