# PERSISTENCE::_0x66DAA3A9274E8E82

- **Hash:** `0x66DAA3A9274E8E82`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x66daa3a9274e8e82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x66DAA3A9274E8E82

## Signature

```c
void _0x66DAA3A9274E8E82();
```

## Returns

`void`

## Description

_PERSISTENCE_*

## Usage

### Lua

```lua
N_0x66daa3a9274e8e82()

-- always available, by hash
Citizen.InvokeNative(0x66DAA3A9274E8E82)
```

### JavaScript

```js
N_0x66daa3a9274e8e82();

// by hash
Citizen.invokeNative('0x66DAA3A9274E8E82');
```

### C#

```csharp
Function.Call((Hash)0x66DAA3A9274E8E82);
```

- This native has no known name, so the runtime exposes it only as `N_0x66daa3a9274e8e82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
