# PED::_SET_PED_GETUP_ANIMATION

- **Hash:** `0x3AE3552E7C207CC5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGetupAnimation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GETUP_ANIMATION

## Signature

```c
void _SET_PED_GETUP_ANIMATION(Ped ped, const char* animName, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `animName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGetupAnimation(ped, animName, p2)

-- always available, by hash
Citizen.InvokeNative(0x3AE3552E7C207CC5, ped, animName, p2)
```

### JavaScript

```js
SetPedGetupAnimation(ped, animName, p2);

// by hash
Citizen.invokeNative('0x3AE3552E7C207CC5', ped, animName, p2);
```

### C#

```csharp
Function.Call((Hash)0x3AE3552E7C207CC5, ped, animName, p2);
```

- 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.

## See also

- [PED::_REQUEST_PED_GETUP_ANIMATION](https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_GETUP_ANIMATION.md) — Known get up animation types: REAR, FRONT

*Sources: alloc8or RDR3 NativeDB.*
