# EVENT::_ADD_MODEL_TO_EVENT_MONITOR

- **Hash:** `0x608AD36A644A97FE`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `AddModelToEventMonitor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_ADD_MODEL_TO_EVENT_MONITOR

## Signature

```c
void _ADD_MODEL_TO_EVENT_MONITOR(Hash model, BOOL p1, BOOL p2);
```

## Parameters

- `model` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Models used in the scripts: P_REGISTER05X, P_REGISTER06X, P_REGISTER03X, PLAYER_ZERO, PLAYER_THREE, A_C_HORSE_MORGAN_FLAXENCHESTNUT

## Usage

### Lua

```lua
AddModelToEventMonitor(model, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x608AD36A644A97FE, model, p1, p2)
```

### JavaScript

```js
AddModelToEventMonitor(model, p1, p2);

// by hash
Citizen.invokeNative('0x608AD36A644A97FE', model, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x608AD36A644A97FE, model, p1, p2);
```

- 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` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
