# PHYSICS::ROPE_DRAW_SHADOW_ENABLED

- **Hash:** `0xF159A63806BB5BA8`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeDrawShadowEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ROPE_DRAW_SHADOW_ENABLED

## Signature

```c
void ROPE_DRAW_SHADOW_ENABLED(int* ropeId, BOOL toggle);
```

## Parameters

- `ropeId` (`int*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local ropeId = RopeDrawShadowEnabled(toggle)

-- always available, by hash
local ropeId = Citizen.InvokeNative(0xF159A63806BB5BA8, Citizen.PointerValueInt(), toggle)
```

### JavaScript

```js
const ropeId = RopeDrawShadowEnabled(toggle);

// by hash
const ropeId = Citizen.invokeNative('0xF159A63806BB5BA8', Citizen.pointerValueInt(), toggle);
```

### C#

```csharp
var ropeId = new OutputArgument();
Function.Call((Hash)0xF159A63806BB5BA8, ropeId, toggle);
// ropeId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
