# WEAPON::_0x431240A58484D5D0

- **Hash:** `0x431240A58484D5D0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x431240a58484d5d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x431240A58484D5D0

## Signature

```c
void _0x431240A58484D5D0(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x431240a58484d5d0(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x431240A58484D5D0, ped, toggle)
```

### JavaScript

```js
N_0x431240a58484d5d0(ped, toggle);

// by hash
Citizen.invokeNative('0x431240A58484D5D0', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x431240A58484D5D0, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x431240a58484d5d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
