# PED::_0x1148F706CF4EBDDA

- **Hash:** `0x1148F706CF4EBDDA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1148f706cf4ebdda`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1148F706CF4EBDDA

## Signature

```c
BOOL _0x1148F706CF4EBDDA(Ped ped, Hash p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`int`)

## Returns

`BOOL`

## Description

_CAN_PED_SEE* - _CAN_PED_USE_(SCENARIO_HASH?)*

## Usage

### Lua

```lua
local retval = N_0x1148f706cf4ebdda(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1148F706CF4EBDDA, ped, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1148f706cf4ebdda(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x1148F706CF4EBDDA', ped, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1148F706CF4EBDDA, ped, 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` ``.
- This native has no known name, so the runtime exposes it only as `N_0x1148f706cf4ebdda` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
