# PED::_0xD103F6DBB5442BE8

- **Hash:** `0xD103F6DBB5442BE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd103f6dbb5442be8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD103F6DBB5442BE8

## Signature

```c
void _0xD103F6DBB5442BE8(Ped ped, int p1);
```

## Parameters

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

## Returns

`void`

## Description

Params: p1 either a 1 or 0, so perhaps BOOL
_SET_PED_A*

## Usage

### Lua

```lua
N_0xd103f6dbb5442be8(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD103F6DBB5442BE8, ped, p1)
```

### JavaScript

```js
N_0xd103f6dbb5442be8(ped, p1);

// by hash
Citizen.invokeNative('0xD103F6DBB5442BE8', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD103F6DBB5442BE8, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd103f6dbb5442be8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
