# PED::_SET_REMOVE_PED_NETWORKED

- **Hash:** `0x39A2FC5AF55A52B1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRemovePedNetworked`
- **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_REMOVE_PED_NETWORKED

## Signature

```c
void _SET_REMOVE_PED_NETWORKED(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetRemovePedNetworked(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x39A2FC5AF55A52B1, ped, p1)
```

### JavaScript

```js
SetRemovePedNetworked(ped, p1);

// by hash
Citizen.invokeNative('0x39A2FC5AF55A52B1', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x39A2FC5AF55A52B1, ped, p1);
```

- 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.*
