# VEHICLE::_0xC4A2C11FC0D41916

- **Hash:** `0xC4A2C11FC0D41916`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xc4a2c11fc0d41916`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xC4A2C11FC0D41916

## Signature

```c
void _0xC4A2C11FC0D41916(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_DRAFT_VEHICLE_(STOP?)*

## Usage

### Lua

```lua
N_0xc4a2c11fc0d41916(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC4A2C11FC0D41916, vehicle, p1)
```

### JavaScript

```js
N_0xc4a2c11fc0d41916(vehicle, p1);

// by hash
Citizen.invokeNative('0xC4A2C11FC0D41916', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC4A2C11FC0D41916, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4a2c11fc0d41916` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
