# PED::_SET_STAGED_PED_FLAG

- **Hash:** `0x028E7B3BBA0BD2FC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetStagedPedFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_STAGED_PED_FLAG

## Signature

```c
void _SET_STAGED_PED_FLAG(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets ScriptData bit 0x8000 on the ped (one-way). Used by scripts to mark a staged/special ped (e.g., scripted corpse) affecting cleanup/interaction.

*Source: VORPCORE RDR3natives*

_SET_ST* - _SET_SW* Sets a ped config flag for the specified ped

## Usage

### Lua

```lua
SetStagedPedFlag(ped)

-- always available, by hash
Citizen.InvokeNative(0x028E7B3BBA0BD2FC, ped)
```

### JavaScript

```js
SetStagedPedFlag(ped);

// by hash
Citizen.invokeNative('0x028E7B3BBA0BD2FC', ped);
```

### C#

```csharp
Function.Call((Hash)0x028E7B3BBA0BD2FC, ped);
```

- 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, VORPCORE RDR3natives.*
