# PERSISTENCE::_0xBA2C49EA6A8D24FF

- **Hash:** `0xBA2C49EA6A8D24FF`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xba2c49ea6a8d24ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xBA2C49EA6A8D24FF

## Signature

```c
Any _0xBA2C49EA6A8D24FF(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xba2c49ea6a8d24ff(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA2C49EA6A8D24FF, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xba2c49ea6a8d24ff(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xBA2C49EA6A8D24FF', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBA2C49EA6A8D24FF, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xba2c49ea6a8d24ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
