# WATER::_0x0DCEC6A92E497E17

- **Hash:** `0x0DCEC6A92E497E17`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0x0dcec6a92e497e17`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0x0DCEC6A92E497E17

## Signature

```c
void _0x0DCEC6A92E497E17(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`void`

## Description

Only used in native_son1 R* Script: p1 = 1

## Usage

### Lua

```lua
N_0x0dcec6a92e497e17(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x0DCEC6A92E497E17, entity, p1)
```

### JavaScript

```js
N_0x0dcec6a92e497e17(entity, p1);

// by hash
Citizen.invokeNative('0x0DCEC6A92E497E17', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x0DCEC6A92E497E17, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0dcec6a92e497e17` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
