# PED::_GET_PED_REGISTER_PROP

- **Hash:** `0x4D0D2E3D8BC000EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRegisterProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_REGISTER_PROP

## Signature

```c
Entity _GET_PED_REGISTER_PROP(Ped ped, const char* propName, BOOL detachProp);
```

## Parameters

- `ped` (`Ped`)
- `propName` (`const char*`)
- `detachProp` (`BOOL`)

## Returns

`Entity`

## Description

Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale.

Known props: https://pastebin.com/ap2NEJqB

## Usage

### Lua

```lua
local retval = GetPedRegisterProp(ped, propName, detachProp)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D0D2E3D8BC000EB, ped, propName, detachProp, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedRegisterProp(ped, propName, detachProp);

// by hash
const retval = Citizen.invokeNative('0x4D0D2E3D8BC000EB', ped, propName, detachProp, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4D0D2E3D8BC000EB, ped, propName, detachProp);
```

- 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.*
