# PED::_0x154B7E841AC7412F

- **Hash:** `0x154B7E841AC7412F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x154b7e841ac7412f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x154B7E841AC7412F

## Signature

```c
void _0x154B7E841AC7412F(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

## Usage

### Lua

```lua
N_0x154b7e841ac7412f(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x154B7E841AC7412F, groupId, p1)
```

### JavaScript

```js
N_0x154b7e841ac7412f(groupId, p1);

// by hash
Citizen.invokeNative('0x154B7E841AC7412F', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x154B7E841AC7412F, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x154b7e841ac7412f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
