# TELEMETRY::_TELEMETRY_MATCH_QUEUE

- **Hash:** `0x4C08D2B6D8BE17E4`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchQueue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_QUEUE

## Signature

```c
void _TELEMETRY_MATCH_QUEUE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMatchQueue(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x4C08D2B6D8BE17E4, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryMatchQueue(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x4C08D2B6D8BE17E4', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x4C08D2B6D8BE17E4, p0, p1, p2, p3, p4, p5, p6);
```

- 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.*
