# PED::GIVE_PED_HASH_SCENARIO_PROP

- **Hash:** `0x2B02DB082258625F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedHashScenarioProp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GIVE_PED_HASH_SCENARIO_PROP

## Signature

```c
BOOL GIVE_PED_HASH_SCENARIO_PROP(Ped ped, Object object, const char* conditionalAnim, Hash scenarioType, Hash p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `conditionalAnim` (`const char*`)
- `scenarioType` (`Hash`)
- `p4` (`Hash`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GivePedHashScenarioProp(ped, object, conditionalAnim, scenarioType, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B02DB082258625F, ped, object, conditionalAnim, scenarioType, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedHashScenarioProp(ped, object, conditionalAnim, scenarioType, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x2B02DB082258625F', ped, object, conditionalAnim, scenarioType, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2B02DB082258625F, ped, object, conditionalAnim, scenarioType, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
