# UILOG::_UILOG_MARK_ALL_ENTRIES_AVAILABILITY

- **Hash:** `0x3920574CF0A2B7B6`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogMarkAllEntriesAvailability`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_MARK_ALL_ENTRIES_AVAILABILITY

## Signature

```c
void _UILOG_MARK_ALL_ENTRIES_AVAILABILITY(int p0, const char* p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogMarkAllEntriesAvailability(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3920574CF0A2B7B6, p0, p1)
```

### JavaScript

```js
UilogMarkAllEntriesAvailability(p0, p1);

// by hash
Citizen.invokeNative('0x3920574CF0A2B7B6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3920574CF0A2B7B6, p0, p1);
```

- 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.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*
