# PERSISTENCE::_PERSISTENCE_REFRESH_TOWN_VOLUME

- **Hash:** `0xEFB5F34CC0953B27`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceRefreshTownVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_REFRESH_TOWN_VOLUME

## Signature

```c
void _PERSISTENCE_REFRESH_TOWN_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

Only used in R* script long_update.ysc in script function REFRESH_CLOSEST_TOWN

## Usage

### Lua

```lua
PersistenceRefreshTownVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xEFB5F34CC0953B27, volume)
```

### JavaScript

```js
PersistenceRefreshTownVolume(volume);

// by hash
Citizen.invokeNative('0xEFB5F34CC0953B27', volume);
```

### C#

```csharp
Function.Call((Hash)0xEFB5F34CC0953B27, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
