# TASK::_0xE5831AA1E2FD147C

- **Hash:** `0xE5831AA1E2FD147C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe5831aa1e2fd147c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE5831AA1E2FD147C

## Signature

```c
void _0xE5831AA1E2FD147C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5831aa1e2fd147c(p0)

-- always available, by hash
Citizen.InvokeNative(0xE5831AA1E2FD147C, p0)
```

### JavaScript

```js
N_0xe5831aa1e2fd147c(p0);

// by hash
Citizen.invokeNative('0xE5831AA1E2FD147C', p0);
```

### C#

```csharp
Function.Call((Hash)0xE5831AA1E2FD147C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5831aa1e2fd147c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
