# STATS::_0xB5E2EDA2135E0FA1

- **Hash:** `0xB5E2EDA2135E0FA1`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xb5e2eda2135e0fa1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xB5E2EDA2135E0FA1

## Signature

```c
BOOL _0xB5E2EDA2135E0FA1(Hash p0, int p1, Hash* scheduleLocation);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `scheduleLocation` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, scheduleLocation = N_0xb5e2eda2135e0fa1(p0, p1, scheduleLocation)

-- always available, by hash
local retval, scheduleLocation = Citizen.InvokeNative(0xB5E2EDA2135E0FA1, p0, p1, Citizen.PointerValueIntInitialized(scheduleLocation), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, scheduleLocation] = N_0xb5e2eda2135e0fa1(p0, p1, scheduleLocation);

// by hash
const [retval, scheduleLocation] = Citizen.invokeNative('0xB5E2EDA2135E0FA1', p0, p1, Citizen.pointerValueIntInitialized(scheduleLocation), Citizen.returnResultAnyway());
```

### C#

```csharp
var scheduleLocation = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB5E2EDA2135E0FA1, p0, p1, scheduleLocation);
// scheduleLocation.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` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0xb5e2eda2135e0fa1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
