# WEAPON::_0x457B16951AD77C1B

- **Hash:** `0x457B16951AD77C1B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x457b16951ad77c1b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x457B16951AD77C1B

## Signature

```c
void _0x457B16951AD77C1B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x457b16951ad77c1b(p0)

-- always available, by hash
Citizen.InvokeNative(0x457B16951AD77C1B, p0)
```

### JavaScript

```js
N_0x457b16951ad77c1b(p0);

// by hash
Citizen.invokeNative('0x457B16951AD77C1B', p0);
```

### C#

```csharp
Function.Call((Hash)0x457B16951AD77C1B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x457b16951ad77c1b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
