# PLAYER::_MODIFY_PLAYER_UI_PROMPT_FOR_PED

- **Hash:** `0xA3DB37EDF9A74635`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerUiPromptForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_UI_PROMPT_FOR_PED

## Signature

```c
void _MODIFY_PLAYER_UI_PROMPT_FOR_PED(Player player, Ped ped, int promptType, int promptMode, BOOL enabled);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `promptType` (`int`)
- `promptMode` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Params: See 0x0751D461F06E41CE

## Usage

### Lua

```lua
ModifyPlayerUiPromptForPed(player, ped, promptType, promptMode, enabled)

-- always available, by hash
Citizen.InvokeNative(0xA3DB37EDF9A74635, player, ped, promptType, promptMode, enabled)
```

### JavaScript

```js
ModifyPlayerUiPromptForPed(player, ped, promptType, promptMode, enabled);

// by hash
Citizen.invokeNative('0xA3DB37EDF9A74635', player, ped, promptType, promptMode, enabled);
```

### C#

```csharp
Function.Call((Hash)0xA3DB37EDF9A74635, player, ped, promptType, promptMode, enabled);
```

- 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.*
