# TASK::_0x3F8387DB1B9F31B7

- **Hash:** `0x3F8387DB1B9F31B7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x3f8387db1b9f31b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x3F8387DB1B9F31B7

## Signature

```c
BOOL _0x3F8387DB1B9F31B7(Any* scriptStruct, BOOL p1);
```

## Parameters

- `scriptStruct` (`Any*`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

Used for HORSE_REVIVE

## Usage

### Lua

```lua
local retval, scriptStruct = N_0x3f8387db1b9f31b7(p1)

-- always available, by hash
local retval, scriptStruct = Citizen.InvokeNative(0x3F8387DB1B9F31B7, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, scriptStruct] = N_0x3f8387db1b9f31b7(p1);

// by hash
const [retval, scriptStruct] = Citizen.invokeNative('0x3F8387DB1B9F31B7', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var scriptStruct = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3F8387DB1B9F31B7, scriptStruct, p1);
// scriptStruct.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_0x3f8387db1b9f31b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
