# PED::_0xCB8F4C9343EBE240

- **Hash:** `0xCB8F4C9343EBE240`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcb8f4c9343ebe240`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCB8F4C9343EBE240

## Signature

```c
BOOL _0xCB8F4C9343EBE240(Ped ped, Hash eventType, Vector3* coords);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)
- `coords` (`Vector3*`)

## Returns

`BOOL`

## Description

Only used in R* SP Scripts
_GET_PLAYER_W* - _GET_RANDOM_*

## Usage

### Lua

```lua
local retval, coords = N_0xcb8f4c9343ebe240(ped, eventType, coords)

-- always available, by hash
local retval, coords = Citizen.InvokeNative(0xCB8F4C9343EBE240, ped, eventType, Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, coords] = N_0xcb8f4c9343ebe240(ped, eventType, coords);

// by hash
const [retval, coords] = Citizen.invokeNative('0xCB8F4C9343EBE240', ped, eventType, Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var coords = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCB8F4C9343EBE240, ped, eventType, coords);
// coords.GetResult<Vector3>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0xcb8f4c9343ebe240` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*
