# PHYSICS::_0xF1EA2A881EB7F2CD

- **Hash:** `0xF1EA2A881EB7F2CD`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xf1ea2a881eb7f2cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xF1EA2A881EB7F2CD

## Signature

```c
void _0xF1EA2A881EB7F2CD(int ropeId, BOOL p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf1ea2a881eb7f2cd(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xF1EA2A881EB7F2CD, ropeId, p1)
```

### JavaScript

```js
N_0xf1ea2a881eb7f2cd(ropeId, p1);

// by hash
Citizen.invokeNative('0xF1EA2A881EB7F2CD', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0xF1EA2A881EB7F2CD, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf1ea2a881eb7f2cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
