# TELEMETRY::_TELEMETRY_SET_SHOP_FOR_TRANSACTION

- **Hash:** `0xCA9E42F437625A85`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetrySetShopForTransaction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SET_SHOP_FOR_TRANSACTION

## Signature

```c
void _TELEMETRY_SET_SHOP_FOR_TRANSACTION(int transactionId, Hash p1, Hash p2);
```

## Parameters

- `transactionId` (`int`)
- `p1` (`Hash`)
- `p2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetrySetShopForTransaction(transactionId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCA9E42F437625A85, transactionId, p1, p2)
```

### JavaScript

```js
TelemetrySetShopForTransaction(transactionId, p1, p2);

// by hash
Citizen.invokeNative('0xCA9E42F437625A85', transactionId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCA9E42F437625A85, transactionId, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
