# PHYSICS::_0x522FA3F490E2F7AC

- **Hash:** `0x522FA3F490E2F7AC`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x522fa3f490e2f7ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x522FA3F490E2F7AC

## Signature

```c
void _0x522FA3F490E2F7AC(int ropeId, Any p1, Any p2);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x522fa3f490e2f7ac(ropeId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x522FA3F490E2F7AC, ropeId, p1, p2)
```

### JavaScript

```js
N_0x522fa3f490e2f7ac(ropeId, p1, p2);

// by hash
Citizen.invokeNative('0x522FA3F490E2F7AC', ropeId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x522FA3F490E2F7AC, ropeId, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x522fa3f490e2f7ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
