# TASK::_0xCE4E669400E5F8AA

- **Hash:** `0xCE4E669400E5F8AA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xce4e669400e5f8aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xCE4E669400E5F8AA

## Signature

```c
void _0xCE4E669400E5F8AA(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
N_0xce4e669400e5f8aa(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCE4E669400E5F8AA, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xce4e669400e5f8aa(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCE4E669400E5F8AA', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCE4E669400E5F8AA, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xce4e669400e5f8aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
