# STATS::_0x302E71C1D9EE75B9

- **Hash:** `0x302E71C1D9EE75B9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x302e71c1d9ee75b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x302E71C1D9EE75B9

## Signature

```c
BOOL _0x302E71C1D9EE75B9(Any* statId, Hash p1, int* p2);
```

## Parameters

- `statId` (`Any*`)
- `p1` (`Hash`)
- `p2` (`int*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, p2 = N_0x302e71c1d9ee75b9(p1)

-- always available, by hash
local retval, statId, p2 = Citizen.InvokeNative(0x302E71C1D9EE75B9, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, p2] = N_0x302e71c1d9ee75b9(p1);

// by hash
const [retval, statId, p2] = Citizen.invokeNative('0x302E71C1D9EE75B9', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x302E71C1D9EE75B9, statId, p1, p2);
// statId.GetResult<int>()
// p2.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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_0x302e71c1d9ee75b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
