# PED::_COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO

- **Hash:** `0xCA95924C893A0C91`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeSpeedForPedMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO

## Signature

```c
float _COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO(Ped ped, float speed);
```

## Parameters

- `ped` (`Ped`)
- `speed` (`float`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns ped move blend ratio corresponding to the specified speed.

*Source: VORPCORE RDR3natives*

Returns vehicle speed

## Usage

### Lua

```lua
local retval = ComputeSpeedForPedMoveBlendRatio(ped, speed)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA95924C893A0C91, ped, speed, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ComputeSpeedForPedMoveBlendRatio(ped, speed);

// by hash
const retval = Citizen.invokeNative('0xCA95924C893A0C91', ped, speed + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xCA95924C893A0C91, ped, speed);
```

- 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.*
