# PERSCHAR::_0xFCC6DB8DBE709BC8

- **Hash:** `0xFCC6DB8DBE709BC8`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xfcc6db8dbe709bc8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xFCC6DB8DBE709BC8

## Signature

```c
void _0xFCC6DB8DBE709BC8(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfcc6db8dbe709bc8(persChar)

-- always available, by hash
Citizen.InvokeNative(0xFCC6DB8DBE709BC8, persChar)
```

### JavaScript

```js
N_0xfcc6db8dbe709bc8(persChar);

// by hash
Citizen.invokeNative('0xFCC6DB8DBE709BC8', persChar);
```

### C#

```csharp
Function.Call((Hash)0xFCC6DB8DBE709BC8, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0xfcc6db8dbe709bc8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
