# PHYSICS::_START_ROPE_UNWINDING_BACK

- **Hash:** `0x00F611A794A3C36E`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StartRopeUnwindingBack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_START_ROPE_UNWINDING_BACK

## Signature

```c
void _START_ROPE_UNWINDING_BACK(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StartRopeUnwindingBack(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x00F611A794A3C36E, ropeId)
```

### JavaScript

```js
StartRopeUnwindingBack(ropeId);

// by hash
Citizen.invokeNative('0x00F611A794A3C36E', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x00F611A794A3C36E, ropeId);
```

- 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.

## See also

- [PHYSICS::_STOP_ROPE_UNWINDING_BACK](https://natives.borderlinerp.com/natives/PHYSICS/_STOP_ROPE_UNWINDING_BACK.md)

*Sources: alloc8or RDR3 NativeDB.*
