# SCRIPT::_RESTORE_GLOBAL_BLOCK

- **Hash:** `0xDC3914A99B4A5FDF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RestoreGlobalBlock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_RESTORE_GLOBAL_BLOCK

## Signature

```c
BOOL _RESTORE_GLOBAL_BLOCK(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RestoreGlobalBlock(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC3914A99B4A5FDF, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RestoreGlobalBlock(index);

// by hash
const retval = Citizen.invokeNative('0xDC3914A99B4A5FDF', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC3914A99B4A5FDF, index);
```

- 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.

## See also

- [SCRIPT::_STORE_GLOBAL_BLOCK](https://natives.borderlinerp.com/natives/SCRIPT/_STORE_GLOBAL_BLOCK.md)

*Sources: alloc8or RDR3 NativeDB.*
