# PHYSICS::_0x21D0890D88DFB0B0

- **Hash:** `0x21D0890D88DFB0B0`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x21d0890d88dfb0b0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x21D0890D88DFB0B0

## Signature

```c
void _0x21D0890D88DFB0B0(int ropeId, BOOL p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, int p10);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x21d0890d88dfb0b0(ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x21D0890D88DFB0B0, ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
N_0x21d0890d88dfb0b0(ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x21D0890D88DFB0B0', ropeId, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10);
```

### C#

```csharp
Function.Call((Hash)0x21D0890D88DFB0B0, ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x21d0890d88dfb0b0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
