# PED::_CLEAR_ACTIVE_ANIMAL_OWNER

- **Hash:** `0xBCC76708E5677E1D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearActiveAnimalOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_ACTIVE_ANIMAL_OWNER

## Signature

```c
void _CLEAR_ACTIVE_ANIMAL_OWNER(Ped horse, BOOL clear);
```

## Parameters

- `horse` (`Ped`)
- `clear` (`BOOL`)

## Returns

`void`

## Description

Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false)
Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE

## Usage

### Lua

```lua
ClearActiveAnimalOwner(horse, clear)

-- always available, by hash
Citizen.InvokeNative(0xBCC76708E5677E1D, horse, clear)
```

### JavaScript

```js
ClearActiveAnimalOwner(horse, clear);

// by hash
Citizen.invokeNative('0xBCC76708E5677E1D', horse, clear);
```

### C#

```csharp
Function.Call((Hash)0xBCC76708E5677E1D, horse, clear);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_ACTIVE_ANIMAL_OWNER](https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_ANIMAL_OWNER.md)

*Sources: alloc8or RDR3 NativeDB.*
