# BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN

- **Hash:** `0x16AF9B4EEAC3B305`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `RegisterObjectScriptBrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/REGISTER_OBJECT_SCRIPT_BRAIN

## Signature

```c
void REGISTER_OBJECT_SCRIPT_BRAIN(const char* scriptName, Hash modelHash, int p2, float activationRange, int p4, int p5);
```

## Parameters

- `scriptName` (`const char*`)
- `modelHash` (`Hash`)
- `p2` (`int`)
- `activationRange` (`float`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`void`

## Description

Registers a script for any object with a specific model hash.

## Usage

### Lua

```lua
RegisterObjectScriptBrain(scriptName, modelHash, p2, activationRange, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x16AF9B4EEAC3B305, scriptName, modelHash, p2, activationRange, p4, p5)
```

### JavaScript

```js
RegisterObjectScriptBrain(scriptName, modelHash, p2, activationRange, p4, p5);

// by hash
Citizen.invokeNative('0x16AF9B4EEAC3B305', scriptName, modelHash, p2, activationRange + 0.0000001, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x16AF9B4EEAC3B305, scriptName, modelHash, p2, activationRange, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
