# SCRIPT::_REQUEST_THREAD_EXIT

- **Hash:** `0x7DE4643157AD646C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RequestThreadExit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_REQUEST_THREAD_EXIT

## Signature

```c
void _REQUEST_THREAD_EXIT(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RequestThreadExit(threadId)

-- always available, by hash
Citizen.InvokeNative(0x7DE4643157AD646C, threadId)
```

### JavaScript

```js
RequestThreadExit(threadId);

// by hash
Citizen.invokeNative('0x7DE4643157AD646C', threadId);
```

### C#

```csharp
Function.Call((Hash)0x7DE4643157AD646C, threadId);
```

- 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.*
