# PED::_0xA8A95CECB1906EA2

- **Hash:** `0xA8A95CECB1906EA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa8a95cecb1906ea2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA8A95CECB1906EA2

## Signature

```c
void _0xA8A95CECB1906EA2(int groupId, BOOL p1);
```

## Parameters

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

## Returns

`void`

## Description

_SET_ENABLE_B* - _SET_ENABLE_H*

## Usage

### Lua

```lua
N_0xa8a95cecb1906ea2(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0xA8A95CECB1906EA2, groupId, p1)
```

### JavaScript

```js
N_0xa8a95cecb1906ea2(groupId, p1);

// by hash
Citizen.invokeNative('0xA8A95CECB1906EA2', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0xA8A95CECB1906EA2, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8a95cecb1906ea2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
