# PAD::SET_CONTROL_TRIGGER_SHAKE

- **Hash:** `0x14D29BB12D47F68C`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlTriggerShake`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_TRIGGER_SHAKE

## Signature

```c
void SET_CONTROL_TRIGGER_SHAKE(int control, int leftDuration, int leftFrequency, int rightDuration, int rightFrequency);
```

## Parameters

- `control` (`int`)
- `leftDuration` (`int`)
- `leftFrequency` (`int`)
- `rightDuration` (`int`)
- `rightFrequency` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetControlTriggerShake(control, leftDuration, leftFrequency, rightDuration, rightFrequency)

-- always available, by hash
Citizen.InvokeNative(0x14D29BB12D47F68C, control, leftDuration, leftFrequency, rightDuration, rightFrequency)
```

### JavaScript

```js
SetControlTriggerShake(control, leftDuration, leftFrequency, rightDuration, rightFrequency);

// by hash
Citizen.invokeNative('0x14D29BB12D47F68C', control, leftDuration, leftFrequency, rightDuration, rightFrequency);
```

### C#

```csharp
Function.Call((Hash)0x14D29BB12D47F68C, control, leftDuration, leftFrequency, rightDuration, rightFrequency);
```

*Sources: alloc8or RDR3 NativeDB.*
