# PED::_GIVE_PED_HASH_COMMAND

- **Hash:** `0xD65FDC686A031C83`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedHashCommand`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_HASH_COMMAND

## Signature

```c
void _GIVE_PED_HASH_COMMAND(Ped ped, Hash commandHash, float activationDuration);
```

## Parameters

- `ped` (`Ped`)
- `commandHash` (`Hash`)
- `activationDuration` (`float`)

## Returns

`void`

## Description

Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims.
https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios

## Usage

### Lua

```lua
GivePedHashCommand(ped, commandHash, activationDuration)

-- always available, by hash
Citizen.InvokeNative(0xD65FDC686A031C83, ped, commandHash, activationDuration)
```

### JavaScript

```js
GivePedHashCommand(ped, commandHash, activationDuration);

// by hash
Citizen.invokeNative('0xD65FDC686A031C83', ped, commandHash, activationDuration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD65FDC686A031C83, ped, commandHash, activationDuration);
```

- 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` ``.
- 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.*
