# PATH::_0xA33914B00CA55756

- **Hash:** `0xA33914B00CA55756`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xa33914b00ca55756`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xA33914B00CA55756

## Signature

```c
Any* _0xA33914B00CA55756(const char* p0, int p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`int`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval = N_0xa33914b00ca55756(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA33914B00CA55756, p0, p1, Citizen.ResultAsLong())
```

### JavaScript

```js
const retval = N_0xa33914b00ca55756(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA33914B00CA55756', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
long retval = Function.Call<long>((Hash)0xA33914B00CA55756, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa33914b00ca55756` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
