# CFX::SET_PLAYER_MODEL

- **Hash:** `0x774A4C54`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerModel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_MODEL

## Signature

```c
void SET_PLAYER_MODEL(Player player, Hash model);
```

## Parameters

- `player` (`Player`) — The player to set the model for
- `model` (`Hash`) — The model to use

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this.
As per usual, make sure to request the model first and wait until it has loaded.

**This is the server-side RPC native equivalent of the client native [SET_PLAYER_MODEL](?\_0x00A1CADD00108836).**

## Usage

### Lua

```lua
SetPlayerModel(player, model)

-- always available, by hash
Citizen.InvokeNative(0x774a4c54, player, model)
```

### JavaScript

```js
SetPlayerModel(player, model);

// by hash
Citizen.invokeNative('0x774a4c54', player, model);
```

### C#

```csharp
Function.Call((Hash)0x774a4c54, player, model);
```

- 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` ``.

*Sources: Cfx.re native reference.*
