# ENTITY::_ENABLE_STAIRS_STEP_FOR_VOLUME

- **Hash:** `0xEAB3D91D30A344F1`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `EnableStairsStepForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_ENABLE_STAIRS_STEP_FOR_VOLUME

## Signature

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

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Re-enables normal stair stepping behavior within the specified volume.
Restores proper step-by-step movement and foot placement after _DISABLE_STAIRS_STEP_FOR_VOLUME.

*Source: VORPCORE RDR3natives*

Re-enables normal stair stepping behavior within the specified volume.
This restores proper step-by-step movement and foot placement for entities that was previously altered by _DISABLE_STAIRS_STEP_FOR_VOLUME

## Usage

### Lua

```lua
EnableStairsStepForVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xEAB3D91D30A344F1, volume)
```

### JavaScript

```js
EnableStairsStepForVolume(volume);

// by hash
Citizen.invokeNative('0xEAB3D91D30A344F1', volume);
```

### C#

```csharp
Function.Call((Hash)0xEAB3D91D30A344F1, 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::_DISABLE_STAIRS_STEP_FOR_VOLUME](https://natives.borderlinerp.com/natives/ENTITY/_DISABLE_STAIRS_STEP_FOR_VOLUME.md) — Disables stair stepping behavior within the specified volume.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
