# PED::_SET_PED_INCAPACITATION_MODIFIERS

- **Hash:** `0x39ED303390DDEAC7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIncapacitationModifiers`
- **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_INCAPACITATION_MODIFIERS

## Signature

```c
void _SET_PED_INCAPACITATION_MODIFIERS(Ped ped, BOOL canBeIncapacitated, int threshold, int bleedoutTime, int p4);
```

## Parameters

- `ped` (`Ped`)
- `canBeIncapacitated` (`BOOL`)
- `threshold` (`int`)
- `bleedoutTime` (`int`)
- `p4` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIncapacitationModifiers(ped, canBeIncapacitated, threshold, bleedoutTime, p4)

-- always available, by hash
Citizen.InvokeNative(0x39ED303390DDEAC7, ped, canBeIncapacitated, threshold, bleedoutTime, p4)
```

### JavaScript

```js
SetPedIncapacitationModifiers(ped, canBeIncapacitated, threshold, bleedoutTime, p4);

// by hash
Citizen.invokeNative('0x39ED303390DDEAC7', ped, canBeIncapacitated, threshold, bleedoutTime, p4);
```

### C#

```csharp
Function.Call((Hash)0x39ED303390DDEAC7, ped, canBeIncapacitated, threshold, bleedoutTime, p4);
```

- 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.*
