# SCRIPT::_0x64F765D9A1F8F02C

- **Hash:** `0x64F765D9A1F8F02C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x64f765d9a1f8f02c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x64F765D9A1F8F02C

## Signature

```c
void _0x64F765D9A1F8F02C(Any* p0, Any* p1, Any* p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0, p1, p2 = N_0x64f765d9a1f8f02c()

-- always available, by hash
local p0, p1, p2 = Citizen.InvokeNative(0x64F765D9A1F8F02C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [p0, p1, p2] = N_0x64f765d9a1f8f02c();

// by hash
const [p0, p1, p2] = Citizen.invokeNative('0x64F765D9A1F8F02C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
var p2 = new OutputArgument();
Function.Call((Hash)0x64F765D9A1F8F02C, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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_0x64f765d9a1f8f02c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
