# PED::_0xE8ABE3B73FC7FE17

- **Hash:** `0xE8ABE3B73FC7FE17`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe8abe3b73fc7fe17`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE8ABE3B73FC7FE17

## Signature

```c
void _0xE8ABE3B73FC7FE17(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `propItemId` (`const char*`)
- `conditionalAnimName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe8abe3b73fc7fe17(ped, targetEntity, propItemId, conditionalAnimName)

-- always available, by hash
Citizen.InvokeNative(0xE8ABE3B73FC7FE17, ped, targetEntity, propItemId, conditionalAnimName)
```

### JavaScript

```js
N_0xe8abe3b73fc7fe17(ped, targetEntity, propItemId, conditionalAnimName);

// by hash
Citizen.invokeNative('0xE8ABE3B73FC7FE17', ped, targetEntity, propItemId, conditionalAnimName);
```

### C#

```csharp
Function.Call((Hash)0xE8ABE3B73FC7FE17, ped, targetEntity, propItemId, conditionalAnimName);
```

- This native has no known name, so the runtime exposes it only as `N_0xe8abe3b73fc7fe17` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
