# PHYSICS::_0xC64E7A62632AD2FE

- **Hash:** `0xC64E7A62632AD2FE`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xc64e7a62632ad2fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xC64E7A62632AD2FE

## Signature

```c
void _0xC64E7A62632AD2FE(int ropeId, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc64e7a62632ad2fe(ropeId, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xC64E7A62632AD2FE, ropeId, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0xc64e7a62632ad2fe(ropeId, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xC64E7A62632AD2FE', ropeId, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xC64E7A62632AD2FE, ropeId, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xc64e7a62632ad2fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
