# STATS::_0x91A4F58E01ED5E4C

- **Hash:** `0x91A4F58E01ED5E4C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x91a4f58e01ed5e4c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x91A4F58E01ED5E4C

## Signature

```c
void _0x91A4F58E01ED5E4C(Any* statId, int value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`int`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = N_0x91a4f58e01ed5e4c(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0x91A4F58E01ED5E4C, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = N_0x91a4f58e01ed5e4c(value);

// by hash
const statId = Citizen.invokeNative('0x91A4F58E01ED5E4C', Citizen.pointerValueInt(), value);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x91A4F58E01ED5E4C, statId, value);
// statId.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_0x91a4f58e01ed5e4c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
