# PHYSICS::_ADD_ROPE_2

- **Hash:** `0xE9C59F6809373A99`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AddRope_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ADD_ROPE_2

## Signature

```c
int _ADD_ROPE_2(float x, float y, float z, float rotX, float rotY, float rotZ, float length, int ropeType, BOOL isNetworked, int p9, float p10);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `length` (`float`)
- `ropeType` (`int`)
- `isNetworked` (`BOOL`)
- `p9` (`int`)
- `p10` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AddRope_2(x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9C59F6809373A99, x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddRope_2(x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10);

// by hash
const retval = Citizen.invokeNative('0xE9C59F6809373A99', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, length + 0.0000001, ropeType, isNetworked, p9, p10 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE9C59F6809373A99, x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
