# PLAYER::_SPECIAL_ABILITY_START_RESTORE

- **Hash:** `0x1D77B47AFA584E90`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityStartRestore`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_START_RESTORE

## Signature

```c
void _SPECIAL_ABILITY_START_RESTORE(Player player, int abilityType, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Params: p1 = -1 in R* Scripts

## Usage

### Lua

```lua
SpecialAbilityStartRestore(player, abilityType, p2)

-- always available, by hash
Citizen.InvokeNative(0x1D77B47AFA584E90, player, abilityType, p2)
```

### JavaScript

```js
SpecialAbilityStartRestore(player, abilityType, p2);

// by hash
Citizen.invokeNative('0x1D77B47AFA584E90', player, abilityType, p2);
```

### C#

```csharp
Function.Call((Hash)0x1D77B47AFA584E90, player, abilityType, p2);
```

- 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.*
