# TELEMETRY::_TELEMETRY_BOUNTY_TARGET

- **Hash:** `0x52FA31DB8F3AD25D`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryBountyTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_BOUNTY_TARGET

## Signature

```c
void _TELEMETRY_BOUNTY_TARGET(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = TelemetryBountyTarget(data)

-- always available, by hash
local data = Citizen.InvokeNative(0x52FA31DB8F3AD25D, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = TelemetryBountyTarget(data);

// by hash
const data = Citizen.invokeNative('0x52FA31DB8F3AD25D', Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0x52FA31DB8F3AD25D, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
