# WATER::_0x09A1C7DFDCE54FBC

- **Hash:** `0x09A1C7DFDCE54FBC`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0x09a1c7dfdce54fbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0x09A1C7DFDCE54FBC

## Signature

```c
void _0x09A1C7DFDCE54FBC(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Called together with REMOVE_EXTRA_CALMING_QUAD in rcm_crackpot1 R* Script: p0 = 0
_REMOVE_*

## Usage

### Lua

```lua
N_0x09a1c7dfdce54fbc(p0)

-- always available, by hash
Citizen.InvokeNative(0x09A1C7DFDCE54FBC, p0)
```

### JavaScript

```js
N_0x09a1c7dfdce54fbc(p0);

// by hash
Citizen.invokeNative('0x09A1C7DFDCE54FBC', p0);
```

### C#

```csharp
Function.Call((Hash)0x09A1C7DFDCE54FBC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x09a1c7dfdce54fbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
