# IK::_INVERSE_KINEMATICS_SET_DISABLED_FOR_PED

- **Hash:** `0x0EABF182FBB63D72`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsSetDisabledForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_SET_DISABLED_FOR_PED

## Signature

```c
BOOL _INVERSE_KINEMATICS_SET_DISABLED_FOR_PED(Ped ped, int ikIndex, BOOL disabled);
```

## Parameters

- `ped` (`Ped`)
- `ikIndex` (`int`)
- `disabled` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables/disables a specific IK index on the ped.

Notes:
- ikIndex is not a raw bit index; it maps to one or more internal IK flags.
- Observed script usage commonly passes ikIndex = 1 during wardrobe/shop-style interactions.
- Valid observed ikIndex range from code: 0..8.
- Pairs naturally with _INVERSE_KINEMATICS_IS_ACTIVE.

*Source: VORPCORE RDR3natives*

Seems to disable IK on ped

## Usage

### Lua

```lua
local retval = InverseKinematicsSetDisabledForPed(ped, ikIndex, disabled)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EABF182FBB63D72, ped, ikIndex, disabled, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InverseKinematicsSetDisabledForPed(ped, ikIndex, disabled);

// by hash
const retval = Citizen.invokeNative('0x0EABF182FBB63D72', ped, ikIndex, disabled, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EABF182FBB63D72, ped, ikIndex, disabled);
```

- 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, VORPCORE RDR3natives.*
