# STATS::_0xA59590050F80FF2E

- **Hash:** `0xA59590050F80FF2E`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xa59590050f80ff2e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xA59590050F80FF2E

## Signature

```c
void _0xA59590050F80FF2E(Any p0, BOOL p1, BOOL p2, BOOL p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0xa59590050f80ff2e(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xA59590050F80FF2E, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xa59590050f80ff2e(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xA59590050F80FF2E', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xA59590050F80FF2E, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xa59590050f80ff2e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
