# PED::_0x101B45C5F56D970F

- **Hash:** `0x101B45C5F56D970F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x101b45c5f56d970f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x101B45C5F56D970F

## Signature

```c
BOOL _0x101B45C5F56D970F(Any* p0, Ped ped, int damageCleanliness, int p3);
```

## Parameters

- `p0` (`Any*`)
- `ped` (`Ped`)
- `damageCleanliness` (`int`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = N_0x101b45c5f56d970f(ped, damageCleanliness, p3)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x101B45C5F56D970F, Citizen.PointerValueInt(), ped, damageCleanliness, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x101b45c5f56d970f(ped, damageCleanliness, p3);

// by hash
const [retval, p0] = Citizen.invokeNative('0x101B45C5F56D970F', Citizen.pointerValueInt(), ped, damageCleanliness, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x101B45C5F56D970F, p0, ped, damageCleanliness, p3);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x101b45c5f56d970f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
