# OBJECT::_0x9A74A9CADFA8A598

- **Hash:** `0x9A74A9CADFA8A598`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x9a74a9cadfa8a598`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x9A74A9CADFA8A598

## Signature

```c
void _0x9A74A9CADFA8A598(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9a74a9cadfa8a598(p0)

-- always available, by hash
Citizen.InvokeNative(0x9A74A9CADFA8A598, p0)
```

### JavaScript

```js
N_0x9a74a9cadfa8a598(p0);

// by hash
Citizen.invokeNative('0x9A74A9CADFA8A598', p0);
```

### C#

```csharp
Function.Call((Hash)0x9A74A9CADFA8A598, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9a74a9cadfa8a598` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
