# SAVE::_0xE0B45E983BFC0768

- **Hash:** `0xE0B45E983BFC0768`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xe0b45e983bfc0768`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xE0B45E983BFC0768

## Signature

```c
void _0xE0B45E983BFC0768();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe0b45e983bfc0768()

-- always available, by hash
Citizen.InvokeNative(0xE0B45E983BFC0768)
```

### JavaScript

```js
N_0xe0b45e983bfc0768();

// by hash
Citizen.invokeNative('0xE0B45E983BFC0768');
```

### C#

```csharp
Function.Call((Hash)0xE0B45E983BFC0768);
```

- This native has no known name, so the runtime exposes it only as `N_0xe0b45e983bfc0768` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
