# OBJECT::_0x0C0A373D181BF900

- **Hash:** `0x0C0A373D181BF900`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x0c0a373d181bf900`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x0C0A373D181BF900

## Signature

```c
void _0x0C0A373D181BF900(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

something to do with doors lockdown when navmesh is swapping?UPDATE_WORLD_STATE  seems to be for unlocking something

## Usage

### Lua

```lua
N_0x0c0a373d181bf900(p0)

-- always available, by hash
Citizen.InvokeNative(0x0C0A373D181BF900, p0)
```

### JavaScript

```js
N_0x0c0a373d181bf900(p0);

// by hash
Citizen.invokeNative('0x0C0A373D181BF900', p0);
```

### C#

```csharp
Function.Call((Hash)0x0C0A373D181BF900, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0c0a373d181bf900` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
