# PED::_SET_TEXTURE_LAYER_TINT

- **Hash:** `0x2DF59FFE6FFD6044`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerTint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_TINT

## Signature

```c
void _SET_TEXTURE_LAYER_TINT(int textureId, int layerId, int tint0, int tint1, int tint2);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `tint0` (`int`)
- `tint1` (`int`)
- `tint2` (`int`)

## Returns

`void`

## Description

Seem color is not RGB or HSV

## Usage

### Lua

```lua
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2)

-- always available, by hash
Citizen.InvokeNative(0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2)
```

### JavaScript

```js
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0x2DF59FFE6FFD6044', textureId, layerId, tint0, tint1, tint2);
```

### C#

```csharp
Function.Call((Hash)0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2);
```

- 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.*
