# VEHICLE::_FADE_AND_DESTROY_VEHICLE

- **Hash:** `0x35DC1877312FBA0F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `FadeAndDestroyVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_FADE_AND_DESTROY_VEHICLE

## Signature

```c
void _FADE_AND_DESTROY_VEHICLE(Vehicle* vehicle);
```

## Parameters

- `vehicle` (`Vehicle*`)

## Returns

`void`

## Usage

### Lua

```lua
local vehicle = FadeAndDestroyVehicle(vehicle)

-- always available, by hash
local vehicle = Citizen.InvokeNative(0x35DC1877312FBA0F, Citizen.PointerValueIntInitialized(vehicle))
```

### JavaScript

```js
const vehicle = FadeAndDestroyVehicle(vehicle);

// by hash
const vehicle = Citizen.invokeNative('0x35DC1877312FBA0F', Citizen.pointerValueIntInitialized(vehicle));
```

### C#

```csharp
var vehicle = new OutputArgument();
Function.Call((Hash)0x35DC1877312FBA0F, vehicle);
// vehicle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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.*
