# SCRIPT::_0xF9E951A1E5517C06

- **Hash:** `0xF9E951A1E5517C06`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xf9e951a1e5517c06`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xF9E951A1E5517C06

## Signature

```c
void _0xF9E951A1E5517C06();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf9e951a1e5517c06()

-- always available, by hash
Citizen.InvokeNative(0xF9E951A1E5517C06)
```

### JavaScript

```js
N_0xf9e951a1e5517c06();

// by hash
Citizen.invokeNative('0xF9E951A1E5517C06');
```

### C#

```csharp
Function.Call((Hash)0xF9E951A1E5517C06);
```

- This native has no known name, so the runtime exposes it only as `N_0xf9e951a1e5517c06` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
