# PED::_COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED

- **Hash:** `0x46BF2A810679D6E6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputePedMoveBlendRatioForMaxSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED

## Signature

```c
float _COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED(Ped ped, float maxMoveBlendRatio);
```

## Parameters

- `ped` (`Ped`)
- `maxMoveBlendRatio` (`float`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns estimated max speed (m/s) for the ped move blend ratio. Move blend ratio is in a range of 0.0 - 3.0.
_COMPUTE_S*

*Source: VORPCORE RDR3natives*

Returns vehicle (desired) speed
_COMPUTE_(VEHICLE_SPEED_USING_BLEND_RATIO?)*

## Usage

### Lua

```lua
local retval = ComputePedMoveBlendRatioForMaxSpeed(ped, maxMoveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46BF2A810679D6E6, ped, maxMoveBlendRatio, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ComputePedMoveBlendRatioForMaxSpeed(ped, maxMoveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0x46BF2A810679D6E6', ped, maxMoveBlendRatio + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x46BF2A810679D6E6, ped, maxMoveBlendRatio);
```

- 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 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
