# WEAPON::_0x9409C62504A8F9E9

- **Hash:** `0x9409C62504A8F9E9`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x9409c62504a8f9e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x9409C62504A8F9E9

## Signature

```c
void _0x9409C62504A8F9E9(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Script guama3

## Usage

### Lua

```lua
N_0x9409c62504a8f9e9(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x9409C62504A8F9E9, vehicle, p1)
```

### JavaScript

```js
N_0x9409c62504a8f9e9(vehicle, p1);

// by hash
Citizen.invokeNative('0x9409C62504A8F9E9', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x9409C62504A8F9E9, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9409c62504a8f9e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
