# STATS::_0xE141F6B40B1E3683

- **Hash:** `0xE141F6B40B1E3683`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xe141f6b40b1e3683`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xE141F6B40B1E3683

## Signature

```c
void _0xE141F6B40B1E3683(Any* statId, float value);
```

## Parameters

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

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID
Only used in R* SP Scripts
_STAT_ID_SET_*

## Usage

### Lua

```lua
local statId = N_0xe141f6b40b1e3683(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0xE141F6B40B1E3683, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = N_0xe141f6b40b1e3683(value);

// by hash
const statId = Citizen.invokeNative('0xE141F6B40B1E3683', Citizen.pointerValueInt(), value + 0.0000001);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0xE141F6B40B1E3683, statId, value);
// statId.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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_0xe141f6b40b1e3683` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
