# PERSISTENCE::_0x7A1BD123E5CDB6E5

- **Hash:** `0x7A1BD123E5CDB6E5`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x7a1bd123e5cdb6e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x7A1BD123E5CDB6E5

## Signature

```c
void _0x7A1BD123E5CDB6E5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x7a1bd123e5cdb6e5()

-- always available, by hash
Citizen.InvokeNative(0x7A1BD123E5CDB6E5)
```

### JavaScript

```js
N_0x7a1bd123e5cdb6e5();

// by hash
Citizen.invokeNative('0x7A1BD123E5CDB6E5');
```

### C#

```csharp
Function.Call((Hash)0x7A1BD123E5CDB6E5);
```

- This native has no known name, so the runtime exposes it only as `N_0x7a1bd123e5cdb6e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
