# PED::_GIVE_PED_SCENARIO_PROP

- **Hash:** `0x3BBDD6143FF16F98`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedScenarioProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_SCENARIO_PROP

## Signature

```c
BOOL _GIVE_PED_SCENARIO_PROP(Ped ped, Object object, const char* conditionalAnim, const char* p3, const char* p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `conditionalAnim` (`const char*`)
- `p3` (`const char*`)
- `p4` (`const char*`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GivePedScenarioProp(ped, object, conditionalAnim, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3BBDD6143FF16F98, ped, object, conditionalAnim, p3, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedScenarioProp(ped, object, conditionalAnim, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x3BBDD6143FF16F98', ped, object, conditionalAnim, p3, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3BBDD6143FF16F98, ped, object, conditionalAnim, p3, p4, p5);
```

- 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.*
