# PED::_0xED1C764997A86D5A

- **Hash:** `0xED1C764997A86D5A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xed1c764997a86d5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xED1C764997A86D5A

## Signature

```c
void _0xED1C764997A86D5A(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Description

Only used in R* Script nb_stalking_hunter

## Usage

### Lua

```lua
N_0xed1c764997a86d5a(ped1, ped2)

-- always available, by hash
Citizen.InvokeNative(0xED1C764997A86D5A, ped1, ped2)
```

### JavaScript

```js
N_0xed1c764997a86d5a(ped1, ped2);

// by hash
Citizen.invokeNative('0xED1C764997A86D5A', ped1, ped2);
```

### C#

```csharp
Function.Call((Hash)0xED1C764997A86D5A, ped1, ped2);
```

- This native has no known name, so the runtime exposes it only as `N_0xed1c764997a86d5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
