# OBJECT::_0x7F458B543006C8FE

- **Hash:** `0x7F458B543006C8FE`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x7f458b543006c8fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x7F458B543006C8FE

## Signature

```c
void _0x7F458B543006C8FE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

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

## Usage

### Lua

```lua
N_0x7f458b543006c8fe(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x7F458B543006C8FE, p0, p1)
```

### JavaScript

```js
N_0x7f458b543006c8fe(p0, p1);

// by hash
Citizen.invokeNative('0x7F458B543006C8FE', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x7F458B543006C8FE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7f458b543006c8fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
