# PHYSICS::_0xBB3E9B073E66C3C9

- **Hash:** `0xBB3E9B073E66C3C9`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xbb3e9b073e66c3c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xBB3E9B073E66C3C9

## Signature

```c
void _0xBB3E9B073E66C3C9(int ropeId, BOOL p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbb3e9b073e66c3c9(ropeId, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xBB3E9B073E66C3C9, ropeId, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xbb3e9b073e66c3c9(ropeId, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xBB3E9B073E66C3C9', ropeId, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xBB3E9B073E66C3C9, ropeId, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb3e9b073e66c3c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
