# PLAYER::_0xB331D8A73F9D2BDF

- **Hash:** `0xB331D8A73F9D2BDF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xb331d8a73f9d2bdf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xB331D8A73F9D2BDF

## Signature

```c
BOOL _0xB331D8A73F9D2BDF(Player player, Any* p1);
```

## Parameters

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

## Returns

`BOOL`

## Description

_IS_PLAYER_I* - _IS_PLAYER_P*

## Usage

### Lua

```lua
local retval, p1 = N_0xb331d8a73f9d2bdf(player, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xB331D8A73F9D2BDF, player, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = N_0xb331d8a73f9d2bdf(player, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB331D8A73F9D2BDF', player, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB331D8A73F9D2BDF, player, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xb331d8a73f9d2bdf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
