# PLAYER::_0x216BC0D3D2E413D2

- **Hash:** `0x216BC0D3D2E413D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x216bc0d3d2e413d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x216BC0D3D2E413D2

## Signature

```c
void _0x216BC0D3D2E413D2(Player player, Any p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x216bc0d3d2e413d2(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x216BC0D3D2E413D2, player, p1)
```

### JavaScript

```js
N_0x216bc0d3d2e413d2(player, p1);

// by hash
Citizen.invokeNative('0x216BC0D3D2E413D2', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x216BC0D3D2E413D2, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x216bc0d3d2e413d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
