# ENTITY::_DISABLE_STAIRS_STEP_FOR_VOLUME

- **Hash:** `0x37CEB637BA3B1A47`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DisableStairsStepForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DISABLE_STAIRS_STEP_FOR_VOLUME

## Signature

```c
void _DISABLE_STAIRS_STEP_FOR_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables stair stepping behavior within the specified volume.
Entities can still move up stairs, but stepping animation and foot placement become irregular, causing them to skip steps or slide instead of properly stepping each stair.
Pair with _ENABLE_STAIRS_STEP_FOR_VOLUME to restore normal behavior.

*Source: VORPCORE RDR3natives*

Disables stair stepping behavior within the specified volume.
When active, entities (typically peds/players) can still move up stairs, but their stepping animation and foot placement become irregular, causing them to skip steps or slide slightly instead of properly stepping each stair.

## Usage

### Lua

```lua
DisableStairsStepForVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0x37CEB637BA3B1A47, volume)
```

### JavaScript

```js
DisableStairsStepForVolume(volume);

// by hash
Citizen.invokeNative('0x37CEB637BA3B1A47', volume);
```

### C#

```csharp
Function.Call((Hash)0x37CEB637BA3B1A47, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_ENABLE_STAIRS_STEP_FOR_VOLUME](https://natives.borderlinerp.com/natives/ENTITY/_ENABLE_STAIRS_STEP_FOR_VOLUME.md) — Re-enables normal stair stepping behavior within the specified volume.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
