# WEAPON::_0xF08D8FEB455F2C8C

- **Hash:** `0xF08D8FEB455F2C8C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf08d8feb455f2c8c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF08D8FEB455F2C8C

## Signature

```c
void _0xF08D8FEB455F2C8C(Ped ped, BOOL toggle);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
N_0xf08d8feb455f2c8c(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF08D8FEB455F2C8C, ped, toggle)
```

### JavaScript

```js
N_0xf08d8feb455f2c8c(ped, toggle);

// by hash
Citizen.invokeNative('0xF08D8FEB455F2C8C', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF08D8FEB455F2C8C, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0xf08d8feb455f2c8c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
