# PED::APPLY_PED_BLOOD_SPECIFIC

- **Hash:** `0xEF0D582CBF2D9B0F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyPedBloodSpecific`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/APPLY_PED_BLOOD_SPECIFIC

## Signature

```c
void APPLY_PED_BLOOD_SPECIFIC(Ped ped, Any p1, float p2, float p3, float p4, float p5, Any p6, float p7, Any* p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)
- `p7` (`float`)
- `p8` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p8 = ApplyPedBloodSpecific(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local p8 = Citizen.InvokeNative(0xEF0D582CBF2D9B0F, ped, p1, p2, p3, p4, p5, p6, p7, Citizen.PointerValueIntInitialized(p8))
```

### JavaScript

```js
const p8 = ApplyPedBloodSpecific(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const p8 = Citizen.invokeNative('0xEF0D582CBF2D9B0F', ped, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, p7 + 0.0000001, Citizen.pointerValueIntInitialized(p8));
```

### C#

```csharp
var p8 = new OutputArgument();
Function.Call((Hash)0xEF0D582CBF2D9B0F, ped, p1, p2, p3, p4, p5, p6, p7, p8);
// p8.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
