# PHYSICS::_ROPE_CHANGE_VISIBILITY

- **Hash:** `0x7A54D82227A139DB`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeChangeVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_CHANGE_VISIBILITY

## Signature

```c
void _ROPE_CHANGE_VISIBILITY(int* ropeId, BOOL visible);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
local ropeId = RopeChangeVisibility(visible)

-- always available, by hash
local ropeId = Citizen.InvokeNative(0x7A54D82227A139DB, Citizen.PointerValueInt(), visible)
```

### JavaScript

```js
const ropeId = RopeChangeVisibility(visible);

// by hash
const ropeId = Citizen.invokeNative('0x7A54D82227A139DB', Citizen.pointerValueInt(), visible);
```

### C#

```csharp
var ropeId = new OutputArgument();
Function.Call((Hash)0x7A54D82227A139DB, ropeId, visible);
// ropeId.GetResult<int>()
```

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